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PostPosted: 04 Nov 2007, 04:26 
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Joined: 06 Aug 2005, 12:15
Skid, do you have an old version of CA in your mods folder, or the actual mod file itself?

Dunno if thats possible, but with just the updater and no actual mod file to update, could that be the problem?

double check that the "ca_r***.sdz" is in the right folder, and that it exists first.


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PostPosted: 04 Nov 2007, 06:05 

Joined: 18 Sep 2007, 03:06
Location: Canada
Ah, thanks. That appears to be the problem.

Edit: Nope, that fixed the zero for my version, but I'm still getting the same result when trying to update.


Last edited by Skid on 04 Nov 2007, 17:10, edited 1 time in total.

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PostPosted: 04 Nov 2007, 06:26 
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Joined: 28 Nov 2006, 13:22
In BA, guardians do something like 2x damage to ships. CA doesnt use many special damages, as a rule, and i dont think guardians fill this role anymore.


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PostPosted: 04 Nov 2007, 09:16 
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You know, there is no reason why you can't make your shields deflect guardian rockets too without affecting other missile weapons if you want to do that...


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PostPosted: 04 Nov 2007, 09:46 
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KDR_11k wrote:
You know, there is no reason why you can't make your shields deflect guardian rockets too without affecting other missile weapons if you want to do that...


arent guardians plasma cannons...


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 Post subject:
PostPosted: 04 Nov 2007, 10:08 
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Joined: 10 Apr 2006, 04:05
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Not in CA.


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 Post subject:
PostPosted: 05 Nov 2007, 05:28 

Joined: 18 Sep 2007, 03:06
Location: Canada
Not to nit pick, but could updates at least be grouped so that they were once per 24 hours or so? Even with the updater program so many people are playing so many different subversions currently that it is difficult to get game going if you happened to miss downloading that particular update. :|


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 Post subject:
PostPosted: 05 Nov 2007, 06:09 
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Joined: 28 Nov 2006, 13:22
Quote:
You know, there is no reason why you can't make your shields deflect guardian rockets too without affecting other missile weapons if you want to do that...


Unintuitive to do it just for guardians. We could do it for all rockets, but then that would remove one of the counters to shields (using lasers/rockets).

I suppose they could be 'ballistic' shields, that dont protect vs energy weapons. That would also allow us to make the merl the main long range artillery (which as high traj, imo it should be).


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 Post subject:
PostPosted: 05 Nov 2007, 07:48 
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I was assuming ballistic missiles which almost anyone can interpret as a form of artillery. Just say it's an arty shield.


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 Post subject:
PostPosted: 05 Nov 2007, 10:00 
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Joined: 28 Nov 2006, 13:22
Well, whats artillery?

Is the Banishers rocket artillery? It can out-range viper/pitbulls. What about the Penetrator or sniper with a similiar range? The Anni, with the same range as a MRPC?

I suppose we can use the 'unit roles' to determine if something is artillery or not, but it doesnt make verymuch sense from a technical standpoint that this shield will block a Shellshocker or Merl but not a Bulldog or Janus.

Its best to have simple, visual clues (Such as 'is it a glowy yellow ball?') to determine such hard counters. Rules that apply in a universally consistent fashion are easier to intuitively understand, learn, counter and take advantage of. Its probably best not to make players memorize lists of units that the shield intercepts.


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 Post subject:
PostPosted: 05 Nov 2007, 11:58 

Joined: 09 Sep 2007, 20:05
Skid wrote:
Not to nit pick, but could updates at least be grouped so that they were once per 24 hours or so? Even with the updater program so many people are playing so many different subversions currently that it is difficult to get game going if you happened to miss downloading that particular update. :|


+1


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 Post subject:
PostPosted: 05 Nov 2007, 12:26 
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BaNa wrote:
Skid wrote:
Not to nit pick, but could updates at least be grouped so that they were once per 24 hours or so? Even with the updater program so many people are playing so many different subversions currently that it is difficult to get game going if you happened to miss downloading that particular update. :|


+1


+1, that's the plan.

Yeah, the new Guardian is kind of a failed experiment. Oops. It will be reverted.


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 Post subject:
PostPosted: 05 Nov 2007, 18:27 
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Joined: 28 Nov 2006, 13:22
ORLY? I think its fine, its one of CA's less zany changes.

IMO shields blocking rockets is fine, as rockets are mostly AA (No effect) and artillery (we want to block this!).

We can just say shields block kinetic force but not energy weapons. Makes sense.

...either that or we could have em block everything. *shrugs*


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 Post subject:
PostPosted: 05 Nov 2007, 18:53 

Joined: 09 Sep 2007, 20:05
quantum wrote:
Yeah, the new Guardian is kind of a failed experiment. Oops. It will be reverted.


I like! is cool!111


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 Post subject: help
PostPosted: 05 Nov 2007, 19:30 
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Joined: 22 Nov 2006, 02:50
Location: In the car
I've asked this before. Is it possible to build roads, possibly via terraforming that speed up units' travel speed?


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 Post subject:
PostPosted: 05 Nov 2007, 23:16 
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Joined: 30 Jul 2007, 09:27
Location: Melbourne, Australia
it wouldnt change the map speed thing for that bit of land, it would only make
the pathfinding easier...

<edit> at least thats what i assume.. one of the devs will now prove me wrong :)


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 Post subject:
PostPosted: 06 Nov 2007, 01:38 
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Well, isn't the speed done by hardness and how flat it is?

Terraform by "Hardening" the selected area?


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 Post subject:
PostPosted: 06 Nov 2007, 01:47 
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Joined: 30 Jul 2007, 09:27
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mm changing the topic a little.. CA the latest version seems to crash about 3 mins in.. me and sak both crashed at the same time.. 3 times in a row..


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 Post subject: Re: help
PostPosted: 06 Nov 2007, 02:08 
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rcdraco wrote:
I've asked this before. Is it possible to build roads, possibly via terraforming that speed up units' travel speed?

It's probably possible with some LuaRules and LuaCob magic, but units won't automatically use the road.


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 Post subject:
PostPosted: 06 Nov 2007, 02:23 
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IMO quantum has the coolest avatar on the forum. :-)


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